Chapter 1 Demo · Field guide

Frankie's Fun House Chapter 1 Demo Walkthrough

A spoiler-marked, start-to-finish route through the Chapter 1 Demo—from Ms. Happ's last office task to the random four-color prison lock and final prize.

Demo V2 · Source checkedUpdated September 16, 202615–20 min read
Jump to a guide section
  1. 01Before you start
  2. 02Route overview
  3. 03Prologue
  4. 04Office
  5. 05Elevator
  6. 06Apartment
  7. 07Prison cell
  8. 08Ending
  9. 09Troubleshooting
  10. 10Sources

01

Before you start

This walkthrough covers Frankie's Fun House: Chapter 1 Demo by StudioBigBun. It follows Demo V2 logic and contains full puzzle and ending spoilers. If you only need a nudge, read the opening sentence of the relevant step before revealing the item names in the rest of the paragraph.

Frankie's Fun House Demo 2.0 title screen in the locally restored browser buildEnlarge screenshot ↗
Frankie's Fun House Demo 2.0 title screen in the locally restored browser build

Captured locally from the restored WebGL development build. Its visuals can differ from the original desktop release.

Open original image ↗
Captured locally from the restored WebGL development build. Its visuals can differ from the original desktop release.
Continue to next chapterFull route overview

02

Full route overview

The demo is a single forward route. Finish an area's objectives before moving on; you do not need to collect optional office details to unlock the next story beat.

AreaMain objectiveKey item or clueLeads to
OfficeFinish the document request and clock outPrinter paper and important documentElevator
ElevatorComplete the movement and timing promptsCopy-the-boss inputsApartment
ApartmentEat, restore power, call for pizza, and answer the doorDoor handle, phone receiver, 244-555-7437Prison cell
Prison cellFind four random clues and set the colored dialsCake, balloon, rod, dollar, blue and pink dialsPrize room
EndingCollect the prize and leaveFinal prizeDemo ending
Continue to next chapterPrologue and tutorial

03

Prologue and tutorial

Objective
Complete or skip the opening and reach the office.
Key items
Movement controls, inspection controls, backpack
  1. Choose the full or quick route

    Select the new-game option and follow the opening conversation for the complete introduction. Returning players can use the available skip option to move directly toward the office without changing the later puzzle route.

  2. Learn movement and inspection

    Use WASD to move and turn, Q and E to strafe, and the mouse actions shown by the game to inspect and grab. When an object enters close inspection, rotate it and look for a second hotspot before backing out.

  3. Use the backpack deliberately

    Picked-up puzzle objects move into the inventory. If the next hotspot does not react, make sure the intended item is selected rather than only stored.

Tutorial screen showing WASD movement and Q and E strafingEnlarge screenshot ↗
Tutorial screen showing WASD movement and Q and E strafing

Movement tutorial: WASD plus Q and E.

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Movement tutorial: WASD plus Q and E.
Tutorial screen explaining inspect, grab, and backpack controlsEnlarge screenshot ↗
Tutorial screen explaining inspect, grab, and backpack controls

Inspection tutorial: examine, grab, and use the backpack.

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Inspection tutorial: examine, grab, and use the backpack.
Locally captured tutorial explaining the eye, hand and backpack interaction iconsEnlarge screenshot ↗
Locally captured tutorial explaining the eye, hand and backpack interaction icons

Local browser capture: distinguish inspection, interaction, and inventory before starting the office errands.

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Local browser capture: distinguish inspection, interaction, and inventory before starting the office errands.
Continue to next chapterOffice walkthrough

04

Office walkthrough

The office is the demo's interaction tutorial disguised as Ms. Happ's final workday. The current objective text is the safest guide: complete each errand in order and re-check the printer whenever the task changes.

Objective
Finish the document request and clock out.
Key items
Printer paper, coffee, IMPORTANT DOCUMENT
Office cubicles and hallway at the start of the locally restored Chapter 1 browser demoEnlarge screenshot ↗
Office cubicles and hallway at the start of the locally restored Chapter 1 browser demo

Local browser capture: the starting office cubicles after the interaction tutorial.

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Local browser capture: the starting office cubicles after the interaction tutorial.
  1. Tell the boss you are clocking out

    Leave Ms. Happ's desk, scan the cubicles, and speak to the boss. The conversation starts one final document request.

  2. Get paper from the storage room

    Follow the office hall to storage, collect the printer paper, return to the printer, and load it into the tray.

  3. Confirm the print request

    Use the nearby computer terminal and choose the print action. The job will not complete immediately; the next objective sends you to the break room.

  4. Make and drink coffee

    Enter the break room, interact with the coffee setup, prepare the drink, and have Ms. Happ finish it. Then return to the printer.

  5. Clear the printer error

    Check the printer, go back to the terminal when the error appears, and use the available repair or retry option. Return once more and take the printed IMPORTANT DOCUMENT.

  6. Deliver the document and leave

    Give the document to the boss. When the objective changes to “Go home,” follow the route out and enter the elevator.

Ms. Happ preparing coffee in the office break roomEnlarge screenshot ↗
Ms. Happ preparing coffee in the office break room

The coffee break is part of the required printer route, not an optional interaction.

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The coffee break is part of the required printer route, not an optional interaction.
A cluttered office desk with notes, cans, posters, and a computerEnlarge screenshot ↗
A cluttered office desk with notes, cans, posters, and a computer

Office props teach the visual language used by later puzzle rooms.

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Office props teach the visual language used by later puzzle rooms.
Continue to next chapterElevator sequence

05

Elevator sequence

The elevator is an input and timing break between the office and apartment. Watch the prompt rather than the background animation.

Objective
Complete the movement and Copy the Boss prompts.
Key items
Direction prompts, progress indicator
  1. Follow each movement prompt

    Click, tap, drag, or hold the direction requested by the interface. Wait for the progress indicator to register the action before switching inputs.

  2. Copy the boss

    During the matching section, reproduce the direction shown on screen. If a held input stops registering, release it completely and press again only after the next prompt appears.

  3. Finish the sequence

    Continue until the progress display completes. The next playable location is Ms. Happ's apartment.

Continue to next chapterApartment and phone puzzle

06

Apartment and phone receiver puzzle

The apartment route has several linked dependencies: eating leads to a power problem, the fuse box provides the bedroom solution, and the bedroom contains the missing part needed to order pizza.

Objective
Eat, restore power, call for pizza, and answer the door.
Key items
Cup noodles, door handle, phone receiver, 244-555-7437
  1. Find something to eat

    Search the apartment for the cup noodles. Its spawn point can vary between new games, so check reachable counters, tables, and other obvious food or clutter spots instead of relying on one fixed screenshot.

  2. Use the kitchen and restore power

    Prepare the noodles with the kettle. When the power fails, locate the fuse box and interact with it to restore electricity.

  3. Take the bedroom door handle

    Inspect the fuse-box area carefully. Pick up the loose door handle, return to the bedroom door, select the handle from the backpack, and attach it to the missing fitting.

  4. Find the phone receiver

    Enter the bedroom and search the closet. The receiver is tucked among small boxes and hanging clothes, so move the view across the lower closet area until its interaction hotspot appears.

  5. Call Big Top Pizza

    Take the receiver to the home phone, attach or use it, then dial 244-555-7437. The formatted number is 244-555-7437, but the keypad accepts the digits in sequence without hyphens.

  6. Take a bath and answer the door

    After the pizza call completes, follow the bathroom objective. When the knocking begins, leave the bath and answer the apartment door to trigger the next story transition.

Open the focused Phone Receiver guide →

Continue to next chapterPrison cell door code

07

Prison cell door code

The prison lock uses four colored dials. Red and green begin on the mechanism; blue and pink must be found and installed. Each clue is generated for your current playthrough, so write the numbers down as you reveal them.

Objective
Reveal four run-specific clues, install the missing dials, and escape.
Key items
Rod, balloon, cake piece, birthday card, dollar, blue and pink dials
RedCake candles

Count the red candles on the frosted cake.

BlueFortune teller

Insert the dollar and read the spoken lucky number.

GreenPopped balloon

Use the pump and note the number revealed after it pops.

PinkCotton candy

Use the recovered rod; the candy forms the pink number.

  1. Record the red value

    Inspect the cake and count only its red candles. This is the number for the red dial. Do not confuse it with the total number of decorations.

  2. Recover the rod and reveal pink

    Inspect the poster and its fasteners. The hint says the red pins are weakest: pull the weak red pins to expose the wall gap, then take the rod. Insert the rod into the cotton-candy machine, switch it on, and read the number formed by the finished candy. Turn the machine off afterward.

  3. Pump the balloon for green

    Find the loose balloon in the cell, connect it to the hand pump, and pump until it pops. The revealed number is the green value.

  4. Eat the cake to uncover the blue dial

    Remove the cake cover and keep eating until the hidden blue dial is exposed. Pick up the dial and retain the available cake piece. Replace or close what the room lets you restore before Frankie returns.

  5. Trade the cake and inspect the card

    On Frankie's next visit, give her the cake piece. She returns a birthday card. Inspect the card to obtain the dollar hidden with it.

  6. Use the fortune teller for blue

    Insert the dollar into the fortune-teller machine and activate it. Listen to the rhymed “lucky number”—that is the blue value. Completing this interaction also places the missing pink dial on the bed; collect it.

  7. Install and set all four dials

    Attach the blue and pink dials to their empty positions. Set the lock in Red → Blue → Green → Pink order using the four values from your run, then interact with the completed mechanism or door.

Solve each dial puzzle → · Prison lock troubleshooting →

Continue to next chapterPrize and demo ending

08

Prize and ending

Objective
Collect the prize and follow the final exit.
Key items
Final prize
Reveal the ending route
  1. Leave the cell

    Once all four dials are correct, open the prison door and follow the newly available route. The active objective changes from escaping the cell to collecting your prize.

  2. Collect the prize

    Approach and interact with the highlighted prize. Let the dialogue and animation finish before moving away.

  3. Follow the final exit

    When the objective says to leave, continue through the available path to reach the Chapter 1 Demo ending.

Route complete

You finished the Chapter 1 Demo.

Office → Elevator → Apartment → Prison Cell → EndingPlay another run
Continue to next chapterTroubleshooting

09

Troubleshooting

The game ignores keyboard input

Click once inside the game frame so the embedded player has focus, then retry WASD. On mobile, use landscape orientation and the on-screen controls.

The apartment handle or receiver is missing

Re-check the fuse-box area and the bedroom closet from more than one angle. If no hotspot or model exists, reload the latest save; if the state persists, start a new run.

The prison code from a video does not work

This is expected. New games generate different values. Re-count your red candles and repeat the fortune, balloon, and cotton-candy clue interactions.

The dials are correct but the door stays shut

Verify the color mapping and order: red candles, blue fortune, green balloon, pink cotton candy. Install both missing dials and copy clue direction without mirroring.

Continue to next chapterSources and verification

10

Sources and verification

Instructions were checked against the locally preserved Chapter 1 Demo V2 objectives, scene data, and puzzle scripts. This is source verification, not a claim of a complete browser playthrough. New browser captures are labeled separately from the supplied reference images. Random clues must be read in your own save.

Found a route difference or a version-specific bug? Send a correction and include the demo version plus the objective shown on screen.

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